/*
 * Copyright 2011-2013 Blender Foundation
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 * http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

#include "stdosl.h"

shader node_subsurface_scattering(color Color = 0.8,
                                  float Scale = 1.0,
                                  vector Radius = vector(0.1, 0.1, 0.1),
                                  float TextureBlur = 0.0,
                                  float Sharpness = 0.0,
                                  string falloff = "cubic",
                                  normal Normal = N,
                                  output closure color BSSRDF = 0)
{
  if (falloff == "gaussian")
    BSSRDF = Color *
             bssrdf("gaussian", Normal, Scale * Radius, Color, "texture_blur", TextureBlur);
  else if (falloff == "cubic")
    BSSRDF = Color * bssrdf("cubic",
                            Normal,
                            Scale * Radius,
                            Color,
                            "texture_blur",
                            TextureBlur,
                            "sharpness",
                            Sharpness);
  else if (falloff == "burley")
    BSSRDF = Color * bssrdf("burley", Normal, Scale * Radius, Color, "texture_blur", TextureBlur);
  else
    BSSRDF = Color *
             bssrdf("random_walk", Normal, Scale * Radius, Color, "texture_blur", TextureBlur);
}
